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Post by spyder on Jun 7, 2005 19:09:34 GMT
I am currently making a map for my clan but I can't find any of the sprites or textures. Can someone tell me where i can find these?
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Rik-[FD]
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They call me mad and damn me: I call THEM mad and damn them.
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Post by Rik-[FD] on Jun 8, 2005 1:27:43 GMT
You need to check the readme for the tools. It tells you how to extract everything from the various rez files (I seem to remember its something to do with an UnRez program and supplying a few parameters to it). Also, if you haven't already seen it, here's a link to a very good mapping tutorial: www.planetavp.com/modmaker/Hope that all helps.
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Post by -(aaK)- Nav on Jun 8, 2005 18:36:40 GMT
If your looking to add some new textures (not from avp2) into a map, try this site www.grsites.com/textures/It has tons of generic textures for various uses
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Post by spyder on Jun 8, 2005 22:31:17 GMT
I'm starting to get a start on it but when i go to bind an object i get an error message and the program shuts down.
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Rik-[FD]
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Post by Rik-[FD] on Jun 9, 2005 11:23:52 GMT
Need a bit more information than that such as what exactly are you doing? How are you doing it? And what's the exact error message?
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Post by spyder on Jun 9, 2005 12:22:40 GMT
I run into the problem whenever i select the bind object option no matter what it is. I'm trying to make a door that can be opened and i followed the instructions on the site that was posted above. Select the door and the trim then select bind objects as in the instrustions, then i get an error message.
error message DEdit.exe has generated errors and will be closed by Windows. You will need to restart the program.
An error log has been created.
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Rik-[FD]
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They call me mad and damn me: I call THEM mad and damn them.
Posts: 1,217
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Post by Rik-[FD] on Jun 9, 2005 17:07:43 GMT
Try doing it with just 1 brush selected and see if that also generates the error.
The only other thing I can think of is the Tools Update - have you downloaded and installed that?
If the same happens with both of those done, let's see the logfile that was generated.
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Post by spyder on Jun 9, 2005 17:54:21 GMT
I got it to work don't know how though but when i go to test what I have so far I get an error message that says "could not load level", what is up with this?
For the editor how many units is each squar on the grid?
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Rik-[FD]
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They call me mad and damn me: I call THEM mad and damn them.
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Post by Rik-[FD] on Jun 9, 2005 22:37:50 GMT
Easiest bit first...editor units/grid - depends what you've got it set to. As I remember there's a number down the bottom of each window that will tell you what it currently is. It will be either...1, 2, 4, 8, 16, 32.......
As for the other bit, check the properties of your map. There are a few things in there that should be changed from the default (check back on that tutorial link I gave you to find out exactly what because I can't remember).
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Post by spyder on Jun 10, 2005 2:15:13 GMT
If you could you take a look at the processor log? It is a bit long though.
Processing C:\Program Files\Fox\Aliens vs. Predator 2\AVP2\Worlds\{BD}Mbase.ed
Date: 06/09/05, Time: 20:58:14 This machine has 1 processor. Using 0 threads. Max detail level: 10000. Getting objects from ED file. Loading DAT file.
------------------- Max Lightmap Size: 32.00 Lightmap Grid Size: 20.00 WorldTree nodes: 21 WorldTree depth: 2 WorldTree root size: 1920.00 - secretroomlight (6 polies) Creating physics BSP Merging 59 brushes. Creating temp brushes ** Unable to generate a plane (0) ** Unable to generate a plane (0) Finding intersecters Sorting intersecters Merging intersecters Transferring inside fragments 712 BTW poly splits. Num Polies: 544. Joining polies... 281 polies removed. 263 polies left. Found 7 problem brushes #1 : -896.0 64.0 576.0 #2 : -192.0 -192.0 576.0 #3 : -512.0 -192.0 192.0 #4 : -896.0 -192.0 896.0 #5 : 1024.0 -192.0 0.0 #6 : 1024.0 -256.0 128.0 #7 : 0.0 -192.0 0.0 Creating BSP. BSP tree 78.75% balanced. Num detail nodes: 0 Making PhysicsBSP leak file. Creating leak file roofpred.lek ** Couldn't find an outside leaf. ** (Or the world is sealed correctly). Removing unseen geometry. Number of (unseen) polies removed: 23 Recreating BSP. 718 polies (1011 nodes) added for lightmapping. BSP tree 71.99% balanced. Num detail nodes: 0 Fixing T-Junctions on 897 polys... Added 951 polys for T-Junctions Physics precalculation... 179250 bytes for physics, 3312 blocks (7 average nodes per block, 691 max) - PhysicsBSP (1848 polies) Creating visibility BSP Merging 59 brushes. Creating temp brushes ** Unable to generate a plane (0) ** Unable to generate a plane (0) Finding intersecters Sorting intersecters Merging intersecters Transferring inside fragments 712 BTW poly splits. Num Polies: 544. Joining polies... 281 polies removed. 263 polies left. Creating BSP. BSP tree 78.75% balanced. Num detail nodes: 0 Making VisBSP leak file: roofpred.lek_Vis.lek Creating leak file roofpred.lek_Vis.lek ** Couldn't find an outside leaf. ** (Or the world is sealed correctly). Removing unseen geometry. Number of (unseen) polies removed: 23 Recreating BSP. 718 polies (1011 nodes) added for lightmapping. BSP tree 71.99% balanced. Num detail nodes: 0 Finding leaves. - VisBSP (897 polies) ** Couldn't find any textures. ** (Is project path set?)
------------------- Lighting world Ambient light (10.0, 15.0, 20.0) ** Unable to get texture lights. ** (Is project path set?)
------------------- Making PVS. Saving DAT file.
------------------- Done in 0.16 minutes
Number of input polies: 363 Number of input vertices: 528
Number of output polies: 1848 Number of output vertices: 1331 Tree depth: 517 Memory for vis lists: 0 Number of (unseen) polies removed: 23
Number of leaves: 0 Number of visible leaves: 0
Lightmap data size: 45316 Lightmap compression ratio: 114.87 Number of objects: 3
Light table size (from LightTableRes): 0M 104k
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Rik-[FD]
Twisted Member
They call me mad and damn me: I call THEM mad and damn them.
Posts: 1,217
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Post by Rik-[FD] on Jun 10, 2005 11:26:09 GMT
Ok, there are several problems in there. As I said, your project properties are wrong (you don't have the correct folder specified for the project directory or maybe you haven't moved your textures into your project tree if you've separated it from the unrezed AvP2 stuff. Again, check the DEDIT tutorial that came with the tools and/or the link to the other tutorial I gave you before.
Also, you seem to have a problem with some brushes. The usual thing that causes this is carving brushes or making brushes too thin. Remember you cannot use concave brushes (they must be but into separate brushes so that individually, none of them are concave.
As I recall, there is an option from one of the menus that will highlight the bad brushes in the map. Have a look at that.
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Post by spyder on Jun 10, 2005 14:54:12 GMT
I don't want to sound stupid or anything is that corner to corner, or side to side? If thats the case then I now know whats wrong.
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Rik-[FD]
Twisted Member
They call me mad and damn me: I call THEM mad and damn them.
Posts: 1,217
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Post by Rik-[FD] on Jun 10, 2005 22:33:05 GMT
www.planetavp.com/modmaker/modmaker5.html right down the bottom of that page is the bit that explains all about the options. This page: www.planetavp.com/modmaker/modmaker6.html (again near the bottom) will tell you all about which processing parameters you should have. As far as the concave brushes go - in its simplest form, imaging a box and a sphere. You use the sphere to cut a bit out of the box. The box is now concave (one side of it goes inwards). There is a way around concave brush errors but it is a bit dangerous apparently and shouldn't be used without knowing what you're doing. However, I have no idea why but if you want to read about it, look here: www.planetavp.com/modmaker/modmaker9.html (once again, near the bottom).
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